using Microsoft.Xna.Framework; using Barotrauma.Items.Components; namespace Barotrauma { class ItemInventory : Inventory { ItemContainer container; public ItemInventory(Item owner, ItemContainer container, int capacity, Vector2? centerPos = null, int slotsPerRow = 5) : base(owner, capacity, centerPos, slotsPerRow) { this.container = container; } protected override void DropItem(Item item) { item.Drop(); if (item.body != null) item.body.Enabled = true; item.SetTransform(container.Item.SimPosition, 0.0f); } public override int FindAllowedSlot(Item item) { for (int i = 0; i < capacity; i++) { //item is already in the inventory! if (Items[i] == item) return -1; } if (!container.CanBeContained(item)) return -1; for (int i = 0; i < capacity; i++) { if (Items[i] == null) return i; } return -1; } public override bool CanBePut(Item item, int i) { if (i < 0 || i >= Items.Length) return false; return (item!=null && Items[i]==null && container.CanBeContained(item)); } public override bool TryPutItem(Item item, System.Collections.Generic.List allowedSlots = null, bool createNetworkEvent = true) { bool wasPut = base.TryPutItem(item, allowedSlots, createNetworkEvent); if (wasPut) { foreach (Character c in Character.CharacterList) { if (!c.HasSelectedItem(item)) continue; item.Unequip(c); break; } container.IsActive = true; container.OnItemContained(item); } return wasPut; } public override bool TryPutItem(Item item, int i, bool allowSwapping, bool createNetworkEvent) { bool wasPut = base.TryPutItem(item, i, allowSwapping, createNetworkEvent); if (wasPut) { foreach (Character c in Character.CharacterList) { if (!c.HasSelectedItem(item)) continue; item.Unequip(c); break; } container.IsActive = true; container.OnItemContained(item); } return wasPut; } public override void RemoveItem(Item item) { base.RemoveItem(item); container.OnItemRemoved(item); } } }